192 lines
6.8 KiB
C#
192 lines
6.8 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework.Input;
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namespace Barotrauma
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{
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// TODO decide what folder this falls under. Utils? GUI? or just leave where it is. Also probably a better class name name [<- no need to create a separate namespace, maybe a folder?]
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/// <summary>
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/// A class used for handling special key actions in chat boxes.
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/// For example tab completion or up/down arrow key history.
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/// </summary>
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public class ChatManager
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{
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private readonly bool loop;
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// Maximum items we want to store in the history
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private readonly short maxCount = 10;
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// List of previously stored messages
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private readonly List<string> messageList = new List<string> { string.Empty };
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/// Keep track of the registered fields so we don't register them twice
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/// I couldn't figure out where to register this in <see cref="NetLobbyScreen"/> where it wouldn't register twice
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/// It's probably not the most optimal way of doing this so feel free to change this
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/// <seealso cref="NetLobbyScreen.Select"/> where I'm utilizing this
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private readonly List<GUITextBox> registers = new List<GUITextBox>();
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// Selector index
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private int index;
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// Local changes we've made into previously stored messages
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private string[] localChanges;
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public ChatManager(bool loop, short maxCount)
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{
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this.loop = loop;
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this.maxCount = maxCount;
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localChanges = new string[maxCount];
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}
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public ChatManager()
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{
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localChanges = new string[maxCount];
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}
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/// <summary>
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/// Registers special input actions to the selected input field
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/// </summary>
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/// <param name="element">GUI Element we want to register</param>
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/// <param name="manager">Instance</param>
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public static void RegisterKeys(GUITextBox element, ChatManager manager)
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{
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// If already registered then don't register it again
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if (manager.registers.Any(p => element == p)) { return; }
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element.OnKeyHit += (sender, key) =>
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{
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switch (key)
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{
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// Up/Down Arrow key history action
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case Keys.Up:
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case Keys.Down:
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{
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// Up arrow key? go up. Down arrow key? go down. Everything else gets binned
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Direction direction = key == Keys.Up ? Direction.Up : (key == Keys.Down ? Direction.Down : Direction.Other);
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string newMessage = manager.SelectMessage(direction, element.Text);
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// Don't do anything if we didn't find anything
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if (newMessage == null) { return; }
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element.Text = newMessage;
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break;
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}
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case Keys.Tab:
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// TODO tab completion behavior, maybe?
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break;
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}
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};
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manager.registers.Add(element);
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}
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// Store a new message
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public void Store(string message)
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{
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Clear();
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var strip = StripMessage(message);
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if (string.IsNullOrWhiteSpace(strip)) { return; }
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if (messageList.Count > 1 && messageList[1] == message) { return; }
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// insert to the second position as the first position is reserved for the original message if any
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messageList.Insert(1, message);
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// we don't want to add too many messages
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if (messageList.Count > maxCount)
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{
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messageList.RemoveAt(messageList.Count - 1);
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}
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// [It's also possible to lambdas too in short methods, if you like: string StripMessage(string text) => ChatMessage.GetChatMessageCommand(text, out string msg);]
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static string StripMessage(string text)
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{
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ChatMessage.GetChatMessageCommand(text, out string msg);
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return msg;
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}
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}
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/// <summary>
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/// Call this function whenever we should stop doing special stuff and return normal behavior.
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/// For example when you deselect the chat box.
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/// </summary>
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public void Clear()
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{
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index = 0;
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localChanges = new string[maxCount];
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}
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/// <summary>
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/// Scroll up or down on the message history and return a message
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/// </summary>
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/// <param name="direction">Direction we want to scroll the stack</param>
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/// <param name="original">Leftover text that is in the chat box when we override it</param>
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/// <returns>A message or null</returns>
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private string SelectMessage(Direction direction, string original)
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{
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var originalIndex = index;
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while (true)
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{
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if (direction == Direction.Other)
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{
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return null;
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}
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// temporarily save our changes in case we fat-finger and want to go back
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localChanges[index] = original;
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var dir = (int) direction;
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var nextIndex = (index + dir);
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if (loop && messageList.Count > 1)
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{
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nextIndex = LoopAround(nextIndex);
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}
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else
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{
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if (nextIndex > messageList.Count - 1)
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{
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return null;
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}
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}
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if (nextIndex >= 0 && EntryAt(nextIndex) == original && nextIndex != originalIndex && originalIndex != 0)
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{
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index = nextIndex;
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continue;
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}
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return nextIndex < 0 ? localChanges.FirstOrDefault() : EntryAt(index = nextIndex);
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string EntryAt(int i)
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{
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// if we've previously edited the entry then give us that, else give us the original message
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return localChanges[i] ?? messageList[i];
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}
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int LoopAround(int next)
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{
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if (next > (messageList.Count - 1))
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{
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return 1;
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}
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if (next < 1)
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{
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return messageList.Count - 1;
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}
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return next;
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}
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}
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}
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// Used for Up/Down arrow key action
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private enum Direction
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{
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Up = 1,
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Down = -1,
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Other = 0
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}
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}
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} |